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well … after an initial frame providing initial point-positions of a simulated object, a simulation is thought to simulate where those points go … if you wanted the geo to control where the points go, you wouldn't be simulating, would you.

this means animated attributes cannot be used,

that depends on what you mean by that. It is, of course, possible to introduce animation into a simulation. Say, you are morphing a ball into various shapes - those shapes you could always read in as target deformations and control the “blending” between simulated point positions and “source” point positions by the two target parameters.

this is a major limitation.

this, too, depends on what you mean by “this”. Since “animated attributes” (whatever you mean by it) probably *can* be used, that cannot be a limitation

- picture 1: When you activate “create capture/deform network” in the autorig, that will actually be created- picture 2: … however, it is not fully activated. Once you are done with the autorig and your rig setup (node) has been created, set its modification state to “allowed” (i.e. allow editing of content), then go to the right most top corner, where the chops and imports are- there you find the imported geo node, which contains the CREATED but not EXECUTED setup for capturing and deforming- picture 3: if you just activate “deform”, you will get an error claiming that there isn't anything to do … try “Stash Input” on the stash node, if that doesn't update, activate the capture node (whatever mode you used, in the screenshot I obviously opted for biharmonic) to let that execute once.- then, obviously, set “deform1” as the active node again, else you would not get no deformation/satisfaction not.